I'll drop some knowledge about my experiences from EVE, since that's the MMO I have the most experience from.
kneeride wrote:
Problem 1: A user logs in but the area has already been cleared by other users.
Solutions:
1. Respawn the content,
2. Create a new / clean instance of the level for the user to enter
EVE used what I would call "semi-instances". What I mean is, when you did a mission, it spawned everything in space opened for anyone. However, in EVE, you can't go anywhere you want, you can only warp to celestial bodies, space stations, and bookmarks. So whenever you did a mission, your agent gave you a bookmark to that area. But since noone else had that bookmark, it was practically your own instance.
Of course, there was ways around it if someone wanted to find you, mainly probes. When I started playing, probes were very difficult to use efficiently though. You placed three probes (and after they were dropped, they couldn't be moved), and you could find stuff located in the plane created by those three probes. However, since most systems had their planets located roughly in the same plane, that meant you could only find stuff in the plane created by the planets using probes. Missions, however, could be (and almost always were) located outside of that plane. So it was basically impossible to locate people using probes back then.
However, around a year or so before I quit playing, they changed the probing mechanics. Instead of placing three probes, you placed four. And you could also move them around in space independently of your ship. Basically, once you had learned the mecanics, it became very easy to probe stuff (including other players) down. Of course, as a player, you could scan for the probes, and if you moved to a new location in space the old probing results were useless. But missions (especially the higher ones) usually took 30-60 minutes to complete, and you didn't move while in the mission. So basically, people doing missions became very easy to probe down.
kneeride wrote:
Problem 2: Veterans targetting rookies - I think this one can be a tricky one. A lot of gamers would enjoy beating up on the new guys to show off or test their skills with an unfair advantage.
Solutions:
1. Create separate instances for skill level. ie Rookies to zone 1, Veterans to zone 2.
2. Try and encourage the 'community' to protect the noobs from unfair battles. I think WOW encourages this. Veterans rock up when there's injustice.
3. Safe areas for noobs to relax
Like someone else already said (I think), EVE had different security levels, basically 3 levels for player protection.
Levels 1.0 - 0.5 was the highest security. If you as much as shot another player (outside your own corporation), a bunch of very strong AI ships would spawn and kill your ship. This was unavoidable by design. Actually, if you somehow managed to get away with your ship intact after shooting at another player, it was viewed as an exploit.
Levels 0.4 - 0.1 was low security space. If you shot another player here, no AI would spawn and kill you. However, you would get a 15 minute criminal timer. Space stations and stargates (the mechanic through which you moved between different systems) were protected by a kind of stationary guns which would at least seriously hurt even bigger ships such as battleships, and they would shoot at anyone with a criminal timer active. Of course, this was "exploitable" (i.e. not a game mechanic exploit that could get you banned or punished) - if multiple people approached a gate or a station with a criminal timer, the guns would spread their fire between the different ships, thus making it easier to tank.
Finally, the lowest security space was the dreaded 0.0. Here, there was no AI protection, not even station or gate guns. There was no criminal timer if you shot at other players, not even if you blew up their ships or "podded" them. ("Podding" was called such, because if your ship was blown up, you didn't die. Instead, your body was ejected in a protective pod. You could use it to escape the wreck of your blown-up ship, to go to a station and pick up a new ship. However, this pod could of course also be blown up, costing the victim the purchase of a new clone (which you needed to keep all of your skill points in case your old clone was killed), as well as any skill-enhancing implants that clone might have had. A clone for a character with a lot of skill points obviously costa lot of money, so it wasn't something you wanted to purchase on a weekly basis. And good implants cost many times more than the clone. So obviously, managing to pod someone was very fun, especielly if it was a character you could suspect having an expensive clone and expensive implants.)
kneeride wrote:
Problem 3: You design the game to support X amount of people across the map (to avoid exhausting network/cpu/gpu/server resources), however they all decide to hang out in the same area!
Solutions:
1. Encourage some players to move elsewhere (carrot on a stick)
2. Multiple game instances for an area. So if 100 people in the area and area can support only 50, then 2 instances created
Unfortunately, I think most MMOs will have this problem. In EVE, there was around 5000 systems spread out over 30 or so regions. Whenever you wanted to buy something, you could only see the market for the region you were in. Obviously, you're not going to go through 30 different regions just to find the best deal. So, different market hubs appeared. Especially one: Jita.
Jita was basically the one place where you knew you could find whatever you wanted. So everybody went there to buy. And since everybody went there to buy, everybody also went there to sell. It was awful. No, it was worse than awful. It was hell. It regularly had the maximum number of players that the server could manage for one system. I remember it having 800 people way back when I started playing. When I stopped playing, it had 1300 or so logged in. This for a game that peaked at around 40 000 - 50 000 simultaneously logged in players spread across 5000 systems. That's an average of 10 players per system...
Of course, this meant Jita (and other systems having this amount of people in it for other reasons) sometimes crashed (i.e. the physical server running that particular system crashed and had to be rebooted).
Of course, CCP (the company behind EVE) did their best to avoid this. Apart from the general optimizations they did to increase the maximum amount of people a system could support, they also took other measures. For instance, they could shut down gates going into congested areas. Alliance leaders could notify CCP about where they suspected large battles would take place, allowing CCP to allocating more resources for those systems. Etc.